(Champion Concept) Tlacamatli, Lord of the Jungle Ones

Meep Man·10/1/2017, 4:21:22 AM·4 votes·646 views

LORE http://vignette1.wikia.nocookie.net/warhammerfb/images/8/8b/Slann_Colour_Jasper_Sandner_Illustration.jpg/revision/latest?cb=20151231183445 Art by Jasper Gandner Deep in the Kumungu Jungles lay an ancient ancestor race of the Vastayans who roam much of Ionia, Shurima, and the many wilds of Runeterra. Simply known as the Jungle Ones, this amphibian-like race was present in Runeterra when the first bits of sentient life began springing up from the dirt. Believing themselves to be the inheritors of the world, they once conquered all of Runeterra and maintained control of a vast empire that stretched all across the planet. However, humans, yordles, and many other races began to appear and chose to rebel against the powerful amphibian race. The many wars that broke out lasted for several years before the Jungle Ones were knocked down from their throne permanently. While many believed that every last one of them should be slaughtered for their many ages of cruelty, others argued that all life deserved a place on this planet. So, the Jungle Ones were granted a single piece of land to control which is now known as the Kumungu Jungle. Their presence in the world slowly withered to the point where many don't even remember that they exist. They haven't influenced the world for centuries upon centuries, and they themselves had given up on doing so by the end of their struggle to maintain power. They wished for their race to be left alone after so many of their kind died out in the lengthy wars before. Many rulers rose and fell to control the Jungle Ones, but none have eve been as ambitious as Tlacamatli. The giant, frog-like magus, after years of studying the history of his own race, discovered the records of times when the Jungle Ones ruled over all of Runeterra. While his kingdom had known peace for an almost immeasurable amount of time, he desired more for his people. Why survive when you could live? Why be restricted to the jungles when so much of the world could be taken for your own? Tlacamatli was not sure why none before him had explored out beyond the borders of the Kumungu, for all he saw was a vast world begging to be ruled by his kind. The world had recently been sent into chaos with humans as the world's rulers. The Void had begun to reach it's vicious claws through reality, ready to consume all of the world. Gods from other worlds had come to wage battle on Runeterra, seemingly not caring for the mortal lives they destroyed in their wake. Ascended humans dominated Shurima, causing the little wildlife left to be hunted to near extinction. All of this was only the tip of the iceberg, and Tlacamatli knew that the world would only get more and more corrupted from here if humans continued to rule. Times of change had arrived, and Tlacamatli would lead his people through them. After careful preparations, Tlacamatli announced that the Jungle Ones would be inactive no longer. Humans had banished them to the jungles long ago as if to kick something into the dark counter and then leaving it to be forgotten. Forgotten they were, and the humans deserved all the pain they would feel for forgetting the Jungle Ones. As a showcase of power to show that they stood a chance, Tlacamatli called down a storm of meteors from the sky to clear a path to outside the jungle, stretching for miles and shaking Runeterra to it's core. His many followers looked at the path of destruction and then turned back to Tlacamatli to realize that he had hardly even broken a sweat. Tlacamatli told them that Runeterra itself had chosen him to guide his people to victory in the coming war and that the pathetic humans would not torture this planet anymore. After a moment of silence, the Jungle Ones let out a war cry as their armies emptied from the jungle to the outside world once again, ready to lay waste to those who denied them their right to rule Runeterra. Tlacamatli smiled as his armies marched to battle. The time had come for his ascension from ruler of the Jungle Ones to ruler of Runeterra. With such power at his side which had been given to him by a powerful artifact he had found deep in the burial sites of his own kind, no one could stop him. Now, in his giant, floating throne, Tlacamatli laughs as the petty humans who try to stop his armies from taking back what was rightfully theirs. With the flick of his wrist, shards from comets fall down to crush all who oppose him. For the Jungle Ones, glorious times were on the horizon. For all who saw Runeterra as their home, dark times loomed ahead. The Jungle Ones were coming to ravage the lands, and so far nothing showed any signs of stopping them.


KIT Tlacamatli, Lord of the Jungle Ones Main Role: Artillery Mage Secondary Role: Catcher Health- 430 (+70 per level) Health Regen.- 6 (+0.45 per level) Mana- 400 (+70 per level) Mana Regen.- 9 (+0.6 per level) Armor- 15.5 (+2.5 per level) Magic Resist- 30 (+0.5 per level) Movement Speed- 320 Attack Damage- 45 (+2.75 per level) Attack Speed- 0.525 (+1.25% per level) Attack Range- 600 (Ranged)

Passive- Master of the Old Magics Innate: Tlacamatli gains 1 maximum mana whenever kills an enemy unit and 3 maximum mana whenever he damages an enemy champion with an ability. He gains 20 maximum mana whenever he achieves a champion or epic monster takedown.

Ability 1- Heavenly Shard Fall Active: Tlacamatli sends a shard of a comet down to the target area, dealing 30/45/60/75/90 (+15% AP) magic damage to enemies in the area. Enemies in the exact center take 5/10/15/20/25 (+5% AP) bonus magic damage and are slowed by 75% for 0.75 seconds. The comet takes between 0.2 and 2.2 seconds to land, the delay increasing in duration the further away the targeted area is from Tlacamatli. Cost: 20/25/30/35/40 mana Cool Down: 2.5/2/1.5/1/0.5 second(s) Range: 1450 AoE Radius: 200 Inner AoE Radius: 50

Ability 2- Mystic Barrier Passive: After not taking damage for 10 seconds, Tlacamatli gains a shield equal to 7/9/11/13/15% of his maximum mana that lasts until destroyed. While the shield persists, the mana costs of Tlacamatli's abilities are reduced by 6/7/8/9/10. Active: Tlacamatli pushes all nearby enemies 450 units away from him over 0.5 seconds. For every enemy champion knocked back, the cool down of this ability is reduced by 10%. Cost: 80/85/90/95/100 mana Cool Down: 30/28.5/27/25.5/24 seconds Knock Back Range: 450

Ability 3- Soul Transfer Active: Tlacamatli sends a spirit out in the target direction that steals a portion of the first enemy champion hit's soul, dealing 9/11/13/15/17% (+1% per 100 AP) of their maximum health as magic damage, ignoring 35/40/45/50/55% of their magic resist, and healing Tlacamatli for the same amount. The cool down of this ability is reduced by 1 second every time Tlacamatli damages an enemy champion. Cost: 75/80/85/90/95 mana Cool Down: 15/14/13/12/11 seconds Range: 900 Projectile Speed: 1350

Ultimate- Heaven Fall Active: An extremely large area of the map is marked for the next 20 seconds. After 20 seconds has passed, a giant meteor crashes down and violently explodes above the targeted area. All enemies in the marked area take 1000/1250/1500 (+200% AP) magic damage, ignoring 10/30/50% of their magic resist, and are stunned for 2.5/3/3.5 seconds. If Tlacamatli is within the area when the meteor explodes, 60/80/100% of his missing mana is restored and he is healed for 25% of the mana restored this way. This cannot damage enemies that are within their team's Fountain. Enemies are notified of the coming meteor by a large indicator on their minimap, a global sound warning, and rumbling effects on the ground that intensify as the meteor gets closer. Cost: 150/175/200 mana Cool Down: 210 seconds Range: Global AoE Radius: 3500


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GAMEPLAY SUMMARY Tlacamatli is a DPS Artillery Mage that focuses on raining down a barrage of comet shards upon his foes and claiming large areas of the map his own by raining down a ginormous meteor upon it, heavily punishing if not outright killing any enemies who dare to try and survive the blast. He is extremely advantageous to have in siege scenarios and, once he has damaged the enemy team a ton with his abilities, will have a nearly unlimited supply of spells to bombard his enemies with. His ultimate puts a ton of pressure on the enemy team and the rest of his kit makes sure to keep his enemies on their toes. Once has enough farm and a certain amount of time has passed in the game, Tlacamatli could easily become a different form of carry for a team by setting up siege from afar and making sure his enemies slowly fade into nothingness. His main downside is his extremely squishy base stats and lack of mobility. While Mystic Barrier does provide him with a limited amount of defenses, a persistent Assassin will easily be able to dispatch of Tlacamatli without having too much trouble. If you enjoy feeling like an all-powerful magus or a spiritual, yet aggressive and ambitious leader, Tlacamatli provides you with many tools to sate that craving.


Thank you for reading and any constructive feedback you leave is much appreciated! Soon enough, I think I might expand upon his lore and add in a Quotes section for this guy as I quite enjoyed coming up with his kit!


CHANGE LIST

10/2/2017 5:55 PM EST Passive- Master of the Old Magics

  • Mana From Damaging Enemy Champions reduced to 3 from 5
  • Mana From Achieving a Champion or Epic Monster Takedown reduced to 20 from 25

Ability 1- Heavenly Shard Fall

  • AP Ratio reduced to 10% from 15%
  • Bonus Flat Damage to Minions reduced to 30/35/40/45/50 from 35/40/45/50/55

Ability 2- Mystic Barrier

  • Shield Max Mana Ratio reduced to 7/9/11/13/15% from 8/11/14/17/20%
  • Mana Cost Reduction While Shield Persists changed from 50% reduction to a flat 6/7/8/9/10 reduction
  • Wall Impassable Terrain now has a minimum duration of 1.25 seconds
  • Cool Down increased to 29/28/27/26/25 seconds from 26/24/22/20/18 seconds

Ultimate- Heaven Fall

  • Ignored Magic Resist reduced to 10/30/50% from 35/45/55%
  • AoE Radius reduced to 3500 from 3750
  • Clarified how the enemy is warned of the coming doom should they stay in the area

10/3/2017 8:12 PM EST Ability 1- Heavenly Shard Fall

  • Damage increased to 30/45/60/75/90 (+15% AP) from 25/40/55/70/85 (+10% AP)
  • No longer deals bonus damage to minions
  • Mana Cost reduced to 20/25/30/35/40 from 25/30/35/40/45

Ability 2- Mystic Barrier

  • No longer creates a ring of impassable terrain around Tlacamatli
  • The cool down of the ability is now reduced by 10% for every enemy champion knocked back
  • Mana Cost reduced to 80/85/90/95/100 from 90/95/100/105/110
  • Cool Down changed to 30/28.5/27/25.5/24 seconds from 29/28/27/26/25 seconds
  • Range increased to 450 from 400

Ability 3- Soul Transfer

  • Is now a skill shot instead of a targeted ability, damaging the first enemy champion hit
  • Mana Cost changed to 75/80/85/90/95 from 70/80/90/100/110
  • Cool Down reduced to 15/14/13/12/11 seconds from 17/15.5/14/12.5/11 seconds
  • Range increased to 900 from 750
  • Projectile Speed: 1350 (reaches max range in 0.66~ seconds)

10 Comments

Painted Celt10/3/2017, 9:29:08 PM2 votes

Hey, nice concept. I like the kit. The lore reminds me a bit of something (I think it was called a Sload or something like that) from the Elder Scrolls series. I like the idea of a fat, lazy, tyrant mage champion, who "hoards" infinite mana reserves.

I love his Q's range delay interaction, because it minimizes the oppressiveness of constant max-range poke by allowing opponents the chance to dodge, while it doesn't leave him too vulnerable to divers and assassins. The low CD means that he could create a bullet hell of falling meteors. Sounds like a lot of fun. I don't think it should have bonus damage to minions though, since minions won't be dodging the meteors anyways. I think that the original 15% AP ratio was fine or even a bit low.

I think the W might offer too much safety by being too severely limiting to enemy melee champions who lack dash/blink/leap abilities, while it kind of screws him by getting left behind in fights or killed by ranged champions. I think this is an unhealthy ability design as-is. No offense intended - just my honest feedback.

About the E, is it supposed to be a point-and-click? If so, it seems like it could end up very oppressive by instantly stealing such a huge amount of maximum %HP which penetrates magic resistance; consider the lategame damage with AP from his mana stacking with Seraph's. I think that it would be better as a tether that steals a % per second so that enemies can have an opportunity to leave the range rather than simply being bursted without counterplay. The tether duration could be extended by landing Qs, which would fit your idea of having the cooldown reduced by dealing damage on enemies. It would still be a strong ability, but would be a bit more limited.

The R sounds really nice to me, and I disagree with the people who think that the damage seems too high. The 20 second delay time and 210 second cooldown seem plenty limiting. In most cases, enemies would never allow themselves to be hit by this. The real value would be in denying the enemy team access to a zone. It could be used to interrupt an enemy baron attempt or to deny the enemy access to stop your team from taking an objective. One thing to keep in mind is that the enemy wouldn't need to avoid the zone for the full 20 seconds, but that they would be taking a risk by not evacuating/avoiding. I think that Heaven-Fall could also be designed to fit with the mana-stacking theme - perhaps the damage, size, and delay could all depend on how long Tlacamatli channels the ability, with longer channeling investing more mana in the cast. Maybe Heaven-Fall could cost start at 100 mana per second of channeling, with each additional second of channeling costing 100n0.5, with the AOE increasing by from 600n0.5 per additional second. So it would scale up like this 1 Second 100 total Mana & 600 AOE 2 Second 200 total Mana & 1200 AOE 3 Second 350 total Mana & 2100 AOE 4 Second 550 total Mana & 3300 AOE 5 Second 800 total Mana & 4800 AOE 6 Second 1100 total Mana & 6600 AOE

And rather than 1 huge meteor over the whole area, which would be difficult to visualize with how zoomed-in league is, it could be one 600 AOE meteor at the starting location, and surrounded by waves of smaller meteors showering outwards from the channel location. Each wave could have a 10 second delay from when it is initiated, so the center meteor falls 10 seconds after the channel begins, meteor ring 2 falls 11 seconds after the channel begins, and meteor ring 6 falls 16 seconds after the channel begins.

Edit: I forgot to mention, but the way I am imagining Heaven-Fall, each wave of meteors' damage would be treated as though "layered" on top of the previous wave. But to allow enemies to outplay the zoning, the "wave rings" would be concentrated into a radiating pulse, divided into up to 6 rings like six ripples cast by a stone thrown into water, allowing enemies to flash into the center after the first meteor falls in order to outplay the ability, or to use invulnerability effects like Zhonyas. So enemies closer to the channel location would potentially be hit by the damage from small AOE waves with the bigger AOE waves layered on top, making it tiered like rings on a dart-board, but enemies on the very edge of the meteor could only be hit by damage equal to the final wave.

Let's say each wave of Meteors does 500 (+35% AP) Magic Damage. This would mean the theoretical damage of an opponent hit in the "bulls-eye" by all 6 waves of damage would be 3,000 (+210% AP) Magic damage, which is insane of course. Mind you, that would require the enemy to afk next to Tlacamatli for 10 seconds while Tlacamatli stands still to channel for 6 of those seconds. Or an enemy could mess up trying to outplay the ability and flash into the center too soon, and get 1-shot (their own fault). So while it sounds overpowered on paper, no real opponent will afk and let you 1-shot them like that. Sure, you could do something fancy like have Skarner grab them and pull them inside, then have your team CC lock them, but they would die anyways against any decent team in that situation. It would however be super strong for blowing up baron or dragon. In fact, it would probably need to do extremely reduced damage to epic monsters (capped at 1,000 total damage or so) unless if his gimmick is going to be dragon/baron control.

Since you are the creator, what do you think?

VelvetCrotch10/1/2017, 6:24:28 AM1 votes

thats a slann mage! ^0^

pigeonfeather10/2/2017, 2:49:49 AM1 votes

i gotta say seraphs embrace would be mightily op on him unless u nerf his passive and cooldown times, i mean like the ability 1 would efficiently make him stack so much so quickly. He'd be like a tanky shield veigar.

pigeonfeather10/2/2017, 2:56:40 AM1 votes

and ability 2's active would need a major nerf in cooldown and time its still up. thatd be effectively guarding against all types of ganks. not to mention the passive makes ability 1 so spammable, prevents him from really ever having a mana deficiency, and it adds a extremely buff seraphs embrace. Btw no persistant assassin can burst some say 2000 health shield and hp underneath.

pigeonfeather10/2/2017, 2:57:46 AM1 votes

the ult, no one, no one should ever have an ult that does 1k damage at lvl 6

Arakadia10/2/2017, 4:45:00 AM1 votes

Does his ult have an indicator for the enemy?